Purpose Worldwide, there are 30 million people with dementia (PWD) in 2009 and 100 million in 2050, respectively.These numbers show the need for a change in care for PWD. Leisure is one of these care aspects. Leisure activities can support PWD in several ways: meeting basic needs, providing comfort and social interaction, and reducing boredom, agitation, and isolation. An exemplary activity targeted at meeting these needs is ‘De Klessebessers (KB)’ (The Chitchatters), which aims to stimulate social interaction among PWD and provide comfort with supporting technology. This is innovative since technology for PWD generally concentrates on safety and monitoring activities. The activity comprises a radio, television, telephone, and treasure box. Method This study’s focus follows from the original aim of the KB-designers; to stimulate social interaction. In a nursing home and day care centre, the KB game was played with different groups of PWD (n=21: 12 females, 9 males, mean MMSE=17, range 3-28). In the morning KB (with technology), and in the afternoon an activity called ‘Questiongame’ (without technology) were played for 45 minutes. These activities were played twice in a two-month period, and outcomes were compared in terms of impact on social interaction. Group sizes ranged from 3 to 8 PWD assisted by 1 or 2 activity therapists. Two researchers observed the players during the activity with the Oshkosh Social Behavior Coding (OSBC) scale, which encompasses both verbal and nonverbal social and nonsocial behaviour. These behaviours can have a person-initiated and otherinitiated character (quantitative study). A total of 6 activity therapists were interviewed on the KB afterwards (qualitative study). Results & Discussion The quantitative results showed significantly higher scores for KB for the total of social interaction compared to Questiongame. Most of the behaviour is other-initiated (activity therapist). PWD with a lower MMSE score showed more non-verbal behaviour. For PWD with a MMSE score below 7, there was no difference in social interaction between the two activities. According to the qualitative research, KB triggered more social interaction, since the movies and music were stimulating the players to initiate a conversation, to which other players responded. The results of this research correspond with earlier research, which concludes that leisure activities with technology can show positive results on well-being.
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Door de digitale transitie ontstaan nieuwe type publieke ruimtes en nieuwe manieren waarop burgers en overheden zich tot elkaar verhouden. Het lectoraat Civic Interaction Design verkent de rol van interactieve media en digitale technologieën in deze ontwikkeling. Samen met bedrijven, overheden, ontwerpers, culturele instellingen en studenten onderzoekt het lectoraat hoe het ontwerp van onder meer interactieve ervaringen, digitale platforms en online diensten bij kan dragen aan het maatschappelijk leven. Hoe kunnen publieke waarden op het gebied van democratie, diversiteit en duurzaamheid worden verankerd in een opkomende netwerk- of platformsamenleving
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Trust in AI is crucial for effective and responsible use in high-stakes sectors like healthcare and finance. One of the most commonly used techniques to mitigate mistrust in AI and even increase trust is the use of Explainable AI models, which enables human understanding of certain decisions made by AI-based systems. Interaction design, the practice of designing interactive systems, plays an important role in promoting trust by improving explainability, interpretability, and transparency, ultimately enabling users to feel more in control and confident in the system’s decisions. This paper introduces, based on an empirical study with experts from various fields, the concept of Explanation Stream Patterns, which are interaction patterns that structure and organize the flow of explanations in decision support systems. Explanation Stream Patterns formalize explanation streams by incorporating procedures such as progressive disclosure of explanations or interacting with explanations in a more deliberate way through cognitive forcing functions. We argue that well-defined Explanation Stream Patterns provide practical tools for designing interactive systems that enhance human-AI decision-making.
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Stimulating patients to approach their pain from a biopsychosocial perspective is central to chronic pain rehabilitation. However, conversations between patients and their healthcare professionals about the social and psychological factors that may contribute to the continuation of pain and disability can be challenging. The current scientific literature does not sufficiently pinpoint the difficulties in patient–practitioner interaction on chronic pain, and it falls short of answering the question of how a joint exploration of the social and psychological factors that might be involved in the patient’s pain and evolving disability can be enhanced. In this theoretical article, we introduce discursive psychology as a potentially valuable research perspective to gain a better understanding of the difficulties in patient–practitioner interaction in the context of chronic pain rehabilitation. Discursive psychology focuses on features of people’s talk (e.g. that of patients and practitioners) and is concerned with the social practices that people perform as part of a specific interactional context. In this paper, we provide an introduction to the main theoretical notions of discursive psychology. We illustrate how discursive psychological analyses can inform our understanding of the specific sensitivities in conversations between patients with chronic pain and their practitioners. Finally, we address how a better understanding of these sensitivities offers a gateway towards improving these conversations. Een belangrijk principe in revalidatie bij chronische pijn is de benadering van de pijn vanuit een biopsychosociaal perspectief. Het blijkt echter een uitdaging voor patiënten en behandelaars om de sociale en psychologische factoren die een rol spelen bij chronische pijn te bespreken. In de huidige wetenschappelijke literatuur is hier nog niet voldoende aandacht voor; en wordt geen perspectief geboden voor verbetering van de gezamenlijke verkenning van sociale en psychologische factoren. In dit theoretische artikel introduceren we discursieve psychologie als een mogelijk waardevol onderzoeksperspectief om een beter begrip tot stand te brengen van de complexiteit van interactie in de context van chronische pijn revalidatie. Discursieve psychologie richt zich op kenmerken van interactie, in het bijzonder de sociale praktijken die tot stand worden gebracht binnen een specifieke interactionele context. We beschrijven de belangrijkste theoretische principes van discursieve psychologie en illustreren hoe een DP analyse licht kan werpen op de specifieke gevoeligheden in conversaties tussen patiënten met chronische pijn en hun behandelaars. Tot slot bespreken we hoe een beter begrip van deze gevoeligheden een ingang biedt tot het verbeteren van deze conversaties.
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From the perspective of caregivers, social interaction is a dynamic process in which many aspects are involved. Caregivers reported about eight main themes across child factors, parental factors and environmental factors that influence real-time as well as long term processes of social interaction. Our proposed model of social interaction in preterm infants visualizes the interrelatedness of these themes. Recommendation: Development of social skills and social power could be strengthenend by paying more attention to the relatedness between real-time social interaction experiences and long-term outcome, with regard to possible cascading effects.
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A key element in social development is interaction with others, and preterm infants have an increased risk for problems in this aspect. We aimed to gain additional insight into parents’ perception about their preterm child’s social interaction upon reaching school age. Parents informed us about their child being a little fighter, having issues of coping with their disabilities in social contexts, and how their child withdraws from situations that are overlystimulating. They also expressed their concerns about the future, how they encourage their child, and how they experience the transition to primary school. Parents’ experiences concerning the social interaction of their preterm child can be categorized into eight themes of processes in social interaction: child factors, self-regulation, real-time social interaction, long-term social interaction, parental factors, parenting, social environment, and social experiences. Our proposed model of social interaction in preterm infants visualizes theinterrelatedness between these themes in social interaction
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Previous investigations of consumer subcultures in the CCT tradition focused primarily on consumer behaviours, feelings, experiences and meanings of consumption. This paper advocates that in order to deeply understand and interpret a particular subculture, researchers in consumer culture should consider more thoroughly the interaction between consumers and producers in consumption markets. This argument is illustrated with a research project on lifestyle sports. From the results of this study it appears that producers play a vital and interdependent role in meaning and interpretation processes. It is argued that processes in which consumers give meaning to activities can not be isolated from the processes in which producers ascribe meanings to activities, settings and markets. In this 'circuit of culture', production and consumption are not completely separate spheres of existence but rather are mutually constitutive of one another (Du Gay, Hall, Janes, Mackay, & Negus, 1997).
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This position paper presents a proposal for evaluating interaction with light in a mixed reality setup. Current processes of designing and testing new forms of user interaction (UI) for controlling lighting are long and end up being restricted in actually testing a small number of possible interactions. Apart from the apparent advantage of overcoming testing a small number of potential interactions, the advantages of a simulated environment lie in the fact that such an environment is fully controllable and adaptable to the researchers' needs. Finally, we sketch potential challenges of using a mixed reality setup for evaluating interaction with light.
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This paper analyses how managed coworking spaces affect the innovation process of their members. Managed coworking spaces are working environments for independent professionals, with an active role of the manager of the space to foster collaboration and interaction. These locations emerged in the late 2000s and were designed to host people who endeavor to break isolation and to find a convivial environment that favors meetings and collaboration (Moriset, 2013). It is often taken for granted that coworking contributes to innovation (Botsman & Rogers, 2011). Earlier research discussed outcomes of coworking, such as cooperative working (e.g. Leforestier, 2009, Spinuzzi, 2012), getting access to new knowledge (van Winden et al., 2012), or having new business opportunities (Groot, 2013). Yet, it is not fully understood how coworking spaces can be effective in fostering these outcomes, and what role management could play. The managers of coworking spaces deploy a variety of strategies to foster interaction and collaboration, but there has been very little systematic analysis of the effects on interaction and innovation. This paper proposes a typology of strategic management tools applied by coworking spaces, and aims to shed light on the effectiveness for interaction and innovation. In the empirical part, we describe and analyze two coworking spaces in Amsterdam. The implications for proprietors of coworking spaces and policy makers are analyzed in view of the potential contributions of these spaces to local collaborations, knowledge transfer and new business opportunities.
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This thesis explores the opportunities for developing and assessing learners’ EFL oral skills in pre-vocational classrooms in the Netherlands. The thesis contains four studies. First, we evaluate the oral interaction practice offered in EFL coursebooks. In the second study, we explore ways to assess individual ability in oral interaction in a reliable and valid manner. Studies three and four report on two experimental studies. Study three investigates the effects of instructional programs on learners’ interactional ability, and study four investigates the effects of these programmes on the affective measures willingness to communicate, enjoyment and self-confidence. Additionally, this study explores the relationship between these affective variables and task achievement in oral interaction tasks. The thesis furthermore contains a summary and discussion of the main outcomes, suggestions for future research and for educational practice.
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